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Thank you. I learned a lot from your channel) Regarding to your explanation we can store 2 different components in 1 cache line, right? [ATTACH]...
Thank you for explanation. I'm trying to understand the basic concept of memory cache utilization with ECS, lets imagine that Unity doesn't have...
Hello everyone. I'm trying to figure out how entity components are stored in memory (and utilize cache) when I iterate them using...
didn't know that, thanx
No, I don't mean bottleneck in performance way, I mean bottleneck in ECS paradigm. In ECS world if you put RunningSpeedComponent and make a system...
Hello guys! Is it any way to implement radiobutton-like set of components, when only one component from set must be enabled at a time? For...
Hello guys! Please help me to decide what approach is the best perfomant to get GameStateComponent singleton before schedule the job, that...
You are right, sorry for confusing you. The component DamageAmountComponent is IEnableableComponent and in case of simplicity I decided to rewrite...
updated the code, added second system and scheduling the jobs
Hello everyone! I'm trying to make a game where player can got damage from different sources (obstacles, projectiles and some other). I have...
A little bit more info: Entities version 1.0.11 Code that instantiate the root entity (with child entities inside it): public partial struct...
Hello guys. I'm trying to make a system that can generate a pack of hierarchy entities. Root entity has LinkedEntityGroup component, child...
Another one question about ISystem: how to process events using ISystem that comes from another system through System.EventHandler? Here is my...
Btw I always see examples where [BurstCompile] is used above ISystem methods and jobs, but not used above ISystem itself. There is no profit from...
Here is the example https://github.com/Unity-Technologies/EntityComponentSystemSamples/blob/master/EntitiesSamples/Assets/ExampleCode/Jobs.cs
thanx for answer 2) I never do this in Entities.ForEach, so I don't understand how it works. I guess it something like this? var mainJob = new...
Hello guys. I'm trying to move from SystemBase with Entities.ForEach() to ISystem with IJobEntity to improve performance, but I don't understand...
I have one more question: is there any sense to schedule a job that only enable some enableable component using EntityCommandBuffer? Or it will be...
Thank you for the explanation. I think I should consider moving to ISystem. Btw Entities.ForEach does not supported by ISystem: [ATTACH]
Thanx for feedback! About ISystem, why it is free perfomance? Isn't SystemBase Entities.Foreach working with burst? Why ISystem better than...